kjorteo: Screenshot from Dragon Warrior, of the ruined town of Hauksness. (Hauksness)
We found this one when reinstalling and moving apps over from our old phone to the new one we just got, and we happened to see it in the recommended lists. Now, I'll be the first person to admit that any time you see a featured game on the front page of the Play Store or Samsung games app or whatever that that is usually a warning that you're in for some hot F2P garbage, but... ehh, I was curious. Worse that could happen was it'd take about ten seconds to get that sense of "... oh :(" and uninstall it, right? May as well take a peek, not like we're out anything for trying.

Well, it turns out that this one is pretty cool, actually!

Orna is a GPS "walk around IRL to visit stuff in the game" game, IE that genre that some people know from Ingress and most people know from Pokemon Go. And since Pokemon Go... has some flaws, shall we say, I was open to giving some of the competition a try.

I am aware that quite a few people we know (ourselves included!) are wary of this genre for "you mean I have to go outside? Pass" reasons, and trust me, I know how frustrating it is to be a shut-in NEET who pretty much can't play PoGo because there aren't any Pokestops or Gyms or anything within reach of your own apartment and it's just not worth getting dressed and walking all the way to the grocery store just to catch a goddamn Rattata. We've been there. We're still there, which is why we were looking for alternatives.

The beauty of Orna is that, for a GPS game, it's remarkably pretty much just a pure JRPG, complete with 16-bit sprite visuals, turn-based combat, classes, equipment, spells/skills, items, and some mechanics such as party members/followers and guild-to-guild territory wars that we haven't even progressed far enough to experience yet. While it has real-world exploration elements in the form of having a ton of buildings and structures with essential services (you're really, really going to want easy access to a shop if you want to get anywhere, for example,) it has town-building mechanics (!!!) so that if there's anything missing from within arm's reach of your bedroom, you can make the goddamn store yourself if you save up enough for it. (We only need 20 more wood to have all the materials to plop a blacksmith down on this block, at which point we'll be able to complete the "upgrade your weapons at a blacksmith" quests. *fwee*) I'm told you can also get around this issue by building a teleport gate and using it to visit someone else who has whatever structure you need in their area, but this is another feature we've yet to try for ourselves.

It's not going to out-Depth Dragon Quest XI at its own game or anything; you're still just grinding monsters to get better equipment drops and watch stat bars go up so that you can grind bigger monsters. But for a GPS game? Maybe this is just how much PoGo lowered the bar, but this is outstanding. I keep going back and checking up on things, fighting some monsters and clearing the nearby dungeon and such, and that should tell you that 1) this game has enough to it that I actually want to play it on purpose, even at home when other options are available, as opposed to being the "ehh I'm stuck at the bus stop anyway, may as well make the steps count for something" last resort, and 2) there's enough actual gameplay here that I can log in and poke at this game multiple times a day even without going outside.

If you're in the market for a GPS game, I know we're only speaking from a sample size of two (this and PoGo) but it still feels like this has to be one of the greatest achievements of the entire genre. If you're allergic to GPS games and you just like good old fashioned RPGs, this one is honestly still worth at least a quick peek. It's free, after all, and the F2P monetizations are refreshingly non-predatory (no ads, no artificial cooldown limitations with purchasable energy crystals or any of that bullshit; you can buy things like unique appearance character sprites and an optional class or two if you really want.) Like I said before we got sucked into this: Why not take a quick peek if nothing else, right?
kjorteo: Screenshot from Dragon Warrior, of the ruined town of Hauksness. (Hauksness)
Before I get into this review, I have to warn you all about something: there is a certain spoiler regarding the endgame of the original Dragon Quest 2, also known as Dragon Warrior 2. The nature of said spoiler should be fairly well known at this point. However, just to be excessively safe, I didn't mention it in the write-up from when we beat Dragon Warrior 2. That write-up did not spoil Dragon Quest/Warrior 2's ending. (The poster said write-up links to technically does, if you see what I'm obliquely referring to here and you put two and two together, but I didn't call attention to it in my writing.) This write-up, however, explicitly will. No, it's not much of a twist by today's standards (more on its impact at the time below, though.) Like I said, you probably know it already, anyway. Still, I'm just warning you... like... just in case?

Yeah. Just in case. )

See, Dragon Quest Builders is a spinoff series that sets out to answer the age-old question, "What if Dragon Quest were Minecraft and also Breath of the Wild?" It has all the zillion-hour plot-heavy plot of a full-on Dragon Quest game--it is a full-on Dragon Quest game--only the gameplay is more of a Minecraft-like "go around and craft and build things in a world of cubes," complete with at least a few Breath of the Wild-like open-world exploration action RPG elements. Plot-wise, the first Dragon Quest Builders game was a direct spinoff of the first Dragon Quest game, with the same setting and a simple what-if twist: Dragon Quest Builders 1 is set in an AU where the hero of Dragon Quest 1 said "Yes" to the Dragonlord's offer of joining him and ruling the world together, at which point the two of them conquered and destroyed everything, there was a long time skip, and then the Builder comes along.

Oops, there's that Dragon Quest 2 spoiler again )

Anyone who talks to us on IM or even has us added as a Nintendo Switch friend has seen how much this game has utterly claimed my life in the past few months. I've easily sunk a good 140 hours into it so far and I show no signs of even slowing down, let alone stopping. People, I'm an anxiety-ridden adult living in late-stage capitalism. I don't do 100+ hour romps like I'm eleven anymore. The original Dragon Warrior 2 was probably 15-20 hours, and in terms of how many actual calendar months I spent picking at it, I'm pretty sure I completed the main story of DQB2 in less time than I did DW2. That doesn't happen. But it did.

DQB2 is the perfect combination of everything I wanted or needed in a game right now. It has all the virtual Legos, customize-your-island, "let me show you this big mansion I spent 50 hours building" energy of Animal Crossing and Minecraft. It has all the emotional, impactful story-driven story of a hundred-hour Square Enix game. It has a nearly infinite number of things to do, even well into the post-game, without Animal Crossing's time-based shoot I forgot to do the Halloween event yesterday stresses. Every time I start the game, I look around and... let's see, what still needs doing? There are those rather ugly primitive rooms I made in the first settlement before a lot of the fancier materials were unlocked that could really stand to be remade at some point. There are tablet targets (basically in-game miniature Achievement-like objectives, things like "create X different kinds of food recipes," "tame and recruit Y different species of monsters," etc.) that I still need to complete. Oh, I never did finish a bedroom for the big castle in the third settlement before the plot kicked into high gear and I had to go run off and save the world; I should go back and do that so they have a place to sleep. The people in the third settlement are cooking egg dishes like stuffed omelettes faster than I can keep them supplied with eggs; perhaps I should go back to that one procedurally generated resource-gathering side island and tame and recruit some more chickens. I still want to turn the hollowed out space between the inner and outer walls of the second settlement's pyramid into a giant aquarium. Oh, there's an entire post-game epilogue story chapter that I'm told is amazing, so there's even more story stuff to do, though unlocking that has a whole bunch of prerequisites including finishing all the tablet targets. My ultimate goal is to take Kurt's castle--which we've seen a pretty clear image of in our guided imagery meditation sessions and spiritual visualizations, vivid enough to include a finely detailed floor plan--and bring it to life in this game. Kurt has such a big and beautiful castle. I wish you all could see it. You all will be able to see it. Eventually.

I highly recommend this one. Now that I've fallen into this pit, I'd love for you to join us. The free Jumbo Demo includes everything up to the final battle of the first entire story region of the game--a good 20-30 hours of content right there. If you get into it, maybe we can trade friend codes and you can tour our island.

As for us? Well, this game is complete in the sense that I have conquered the main story, defeated the end boss, saved the world, and seen the credits. However, this is clearly an ONGOING entry because a Builder's work is never truly over.
kjorteo: Screenshot from Eggerland: Revival of the Labyrinth, of Lolo looking shocked and defeated as an Alma captures him. (Alma)
I am a lifelong fan of the Eggerland/Adventures of Lolo series, or at least the NES ones. (I never got into the ones on other systems, admittedly.) Enough so that I even played and beat a fan translation of the Famicom-only Eggerland: Revival of the Labyrinth even though it's notably difficult and the "special" levels are bullshit. (I used a walkthrough for those and regret nothing.)

One day we were going through our Steam Discovery Queues in Clan, [personal profile] xyzzysqrl found King Rabbit, and her response was, "Does the Harry Potter soundtrack know you mugged it for your Lolo?" She, of course, said the magic word and I was instantly intrigued by what she had found.

... And then I kind of forgot about it until like ten months later when Sara and I happened to get it in one of our queues. Oops.

Anyway, King Rabbit is an up-converted and Steam-ported mobile game. You are a quite frankly adorable bun, and you hop around, collect coins, push crates, gain powerups, solve puzzles based around pushing crates and gaining powerups, and so forth. There are a few sets of pack-in levels that are mostly just glorified tutorials, introducing you to various mechanics, enemy and powerup types, etc. one stage at a time. The meat of the game is the Community, where fellow users have made and continue to make a nearly infinite supply of levels that can be sorted and played by Action, Puzzle, Random, New, Best, etc.

This is free-to-play Super Adventures of Lolo Maker, essentially. Which, you know. Say no more. If your ears perked as much as mine did when you heard that, you are exactly the person this game is aimed at and you're going to love it.

The mobile-ness almost doesn't show, until it wants you to log in to keep your progress safe and you see the Gold and Diamonds currency (the latter of which costs real life microtransaction money) in the in game store. Fortunately, you are free to completely ignore all of these features if you wish. There's very little reason not to get an account (they're free and you get to not be signed in as Guest346345,) but like, you still totally can if you want. The Gold is collectible in-game and doesn't do anything anyway except unlock props and block types in the stage creator. Diamonds get you literally nothing but custom King Rabbit OC-looking avatars to hop around in. They are cute, but if you don't care, then you'll never have to spend money on this game. Well, maybe the hints? I've never messed with those, though. If I get so stuck on a level that I need to give up and use a hint, I'd probably rather just play a different level.

With the pack-in levels a short introduction at best and the Community ones going on forever, this isn't the type of game one can ever call "beaten." However, I am very glad to welcome it into our home, where I am sure we will be picking at the Puzzle levels from time to time for the foreseeable future.
kjorteo: Portrait of Marcus Noble, a wolf character from my novel, looking equal parts exhausted and nervous. (Afflicted: Marcus)
Do you like nonogram (AKA Picross) puzzles? Do you like lots of nonogram puzzles? No really, do you like a seriously worrying amount of nonogram puzzles? Do you like cute sad stories and cute sad art? Well, then, have I got recommendation for you!

Two Eyes is a nonogram puzzle collection. It follows the standard mobile game formula of being free or like $3 to turn off the ads, which for the most part maintain a balance on their obtrusiveness. It definitely feels good to have them off, but the game is far from unplayable or anything with them. It's fine, just a luxury, but a nice one.

It divides its puzzles into two categories: "Dreamy" puzzles appear to be unrelated shapes and images that have nothing to do with anything, just a pure nonogram experience with relaxing piano music. "Journey" puzzles are this game's "story mode," if you will. They come as parts of a larger grid of images (usually 6x6), and once you've completed the entire grid's worth of puzzles, it unlocks a full image with a little blurb from the story underneath; slowly work your way through all of these to watch the tale unfold. From what I can see so far, this is a story about two perfect soulmate-tier lovers who died and wished to meet again in their next lives, and so they did... as a hungry wolf and a deer he was stalking for prey before they (maybe?) recognized each other. The presentation is dripping with DeviantArt "native" stylings (those feathers and headband on the wolf, wow... and he's even heterochromatic because of course he is) but it works and I find the whole thing striking and beautiful.

I guess the big issue for me is the sheer scale of the mountain we're climbing, here. A 6x6 grid of nonograms = 36 puzzles per story beat, times at least 18 nodes per path (the wolf and deer each have their own story/side of the story) just to get to what appear to be three big combined merged nodes at the end, equals something like 1,300 puzzles just for Journey mode, assuming you're here for the story and are completely ignoring the entire Dreamy side. I've gotten into a habit of doing three puzzles a night just before I go to sleep, and at that pace it will take me well over a year to chew through all these nonograms. I'm planting the seed now for what will probably be a very well-earned Rita nomination in 2021 or 2022.

But daunting as the task may be, I persevere, because this game is beautiful and I'm greatly enjoying the nightly foray into it. I'm invested in this story and want to see where it goes, even if I only get to read a paragraph of it once every twelve days or so. It's serene and relaxing and... it's maybe a little early to call it moving, but I can definitely see it striving for beauty and I expect some heart-string tugging in the future.

Random unrelated side note 1: The deer is constantly and consistently referred to as female but is just as constantly and consistently presented with that massive rack of antlers, so I personally choose to believe that she's trans. Sorry, I'm the giant rat that makes all of the rules, it's canon now.

Random unrelated side note 2: If you like the idea of a waiting room style puzzle collection with vaguely nativey story nodes between the puzzles, a pretty and artful aesthetic, etc. basically everything in Two Eyes except that you hate nonograms, specifically, then this same company also has a sudoku one. I may consider that one someday after Two Eyes, but "someday after Two Eyes" is kind of a ways off considering how much Two Eyes there is in Two Eyes.
kjorteo: Sprite of a Skarmory posed and looking majestic, complete with lens flare. (Skarmory: BEHOLD)
There are several layers of why this wasn't supposed to happen, but here we are. And it is good.

City of Heroes was an MMO that officially ran from 2004 to 2012, at which point it was doing just fine thank you and the devs were even very excitedly talking about all the cool steps forward they were going to take in 2013, but then NCSoft abruptly pulled the plug on the whole thing because NCSoft are dicks and cancelling MMOs for no reason is their fetish.

This was [personal profile] xyzzysqrl's game, the one she played back in the day and missed to the point of still being depressed about it from the day I met her until about two weeks ago. It was also a classic for me as well--this was the game I quit Horizons in favor of when both were out at the same time. [personal profile] swordianmaster played as well, meaning everyone in Clan Sugardoom but Sara had direct experience with this lost piece of nostalgia. Too bad NCSoft is the literal worst and CoH is dead forever, right?

Well. As of two weeks ago, apparently not. I mean, officially, yes, but someone launched a free pirate server you can connect to with the free download of a client, which quickly became four servers since there are (as of this writing) just over thirty thousand accounts. On the pirate servers. Of a game that's been dead for seven years and back for two weeks. Fuck you, NCSoft. Horizons Istaria considers twenty people on at the same time to be a huge crowded event, and they're still officially alive. You killed a game whose population my game would commit war crimes to have a tenth of.

Xyzzy immediately rushed back in, of course, and you can find her chronicles in her blog. I highly recommend them; they are witty, entertaining, and filled with a delightful sort of life that's equally delightful to see in her. This is someone reuniting with their lost love, and her joy at doing so is infectious.

So infectious, in fact, that Sword decided to bite the bullet and jump in to do some missions with her, and, well, if they're both in then I wanna hang out with them, too. I still consider myself having one foot in Istaria more firmly than the other is in CoH, which is why I resisted this long even when it came back, but... come on. The whole Clan got to run missions in City of Heroes together. Of course I'm not missing that.

The temptation was strong to remake my old Katana/Regen Scrapper again, making this the third time I have created and started over with that same character. CoH has a fairly nonstandard class system compared to most MMOs, but Scrappers are basically your front-line melee fighter types except with more of an offensive focus and not a lot of ability to tank actual hits. Think the difference between a well-armored Knight time and a deadly glass Monk.

Instead of doing that, though, I decided to dink around with the character creator (the CoH character creator is like half the reason people missed this game, just for the record) and resurrect an ancient superhero OC, a brown-furred orange-vested psychic werewolf by the name of Tahaki. When I say this is an old OC, I mean he was a mainstay in a superhero comic series I drew when I was eleven. And even that was me pulling him out of a previous "canon." ("Remember Tahaki from my previous series? Well he fell through a black hole or something and now he's in this world working with this team.") I think he might actually be the first drawing I actually remember drawing.

Being from that early an age, his backstory is... uh... what an 8-11 year old would come up with. He was already a crime-fighter of some sort (I never really dug back further into his origins than an in medias res scene of him chasing down some generic bad guys) but then they threw him into one of those giant open vats of mutagenic "transform you and give you powers" goop that villain lairs tended to have lying around in the early 90s. This turned him into a furry, and later on I clumsily added in a thing about having a Hulk-like superpowered bestial side when he loses control so that he could angst about it. He was a gifted scientist and psychic, though, and between the two he was more or less able to keep that under control.

And now here he is, transported through time and space once again. He looks pretty good overall, though the only open vest they had that looked right has a high collar that clips through his neck ruff, which is obnoxious. Oh, well. Looks good enough that no one notices in the actual game, at least. I also retconned him to have a tail, but he had to trade his shoes to afford it. Tragic, that.

I also tweaked his backstory a little. His official in-game bio:

Tahaki was a brilliant scientist and spiritual guru whose mental strength led to powerful psychic abilities. During a skirmish with some outlaws who sought his work, an ambusher hurled him into one of his own experiments, transforming him into a savage, bestial creature.

Ashamed of his newly awakened primal bloodlust, the formerly serene mental master worked hard to keep his new instincts under control. Between his scientific mind and spiritual powers, he was able to regain his senses. He is still the good-hearted man he once was, just... fuzzier.

That said, one's dark side can be controlled, but not erased. Tahaki would much prefer to win his battles through diplomacy or mentalism rather than shredding opponents with teeth and claws. However, he can lose himself in the heat of battle....

There are two wolves inside this wolf, and one is hungry.


Given his origins, I opted to make him a Psionic Melee/Willpower Brute. Brutes are a sort of unique custom spinoff of the already unique custom spinoff that are Scrappers. Brutes are Scrappers that take slightly more and deal slightly less damage as a base, but they have a "Fury" bar that rises when you're actively in combat, and attacks do more damage as it climbs. Brutes used to be exclusively a Villain class, so I never got to play them because I have problems being evil in games. Apparently that restriction was lifted, and now any alignment can be any class.

Once I was all set up, I logged in, and... God. I'm actually dusting off Tahaki, for use with City of Heroes, in 2019. How... How.

... Once I was all set up, I logged in, and united with the other non-Sara members of Clan. Taking this completely seriously, my ancient childhood telekinetic pupper ended up beating up demonic gangsters alongside an anthropomorphized Twitter mascot (that's illegal, you know) and a future YouTuber who went back in time to City of Heroes in order to conquer YouTube before everyone else did.

We ran around, we did some missions, we gained some levels. Reconnecting with CoH was really nice, staring at Tahaki's assets (I, uh, I'm pretty happy with how he turned out *cough*) even nicer, and being there in Paragon City alongside two of our closest friends as all three of us went back in time was truly priceless.

Don't get me wrong--I love Istaria, I still make my home there, and I probably wouldn't have bitten the bullet on CoH if Xyzzy and Sword weren't both there. But since they are?

God. I love you guys, I love this game, and I would love to continue that story arc we started next time. Thank you for having us. Thank you for making us a part of this, and a part of your team.
kjorteo: Screenshot from Werewolf: The Last Warrior, of the titular Werewolf next to a sign that says "Don't Knock". (Don't Knock)
A little more than two years into gameblogging, and every single report I've made so far have been either COMPLETE or ABANDONED. That's how games normally work, right? I don't play MMOs or any kind of everlasting game like that. Everything I've covered so far has been a singular experience I either beat or decided it's not worth beating and quit.

Because I don't play MMOs, you see.

I don't...

Fuck.

*Sigh* Okay.

So, a very, very long time ago, back in the LiveJournal days, I made a snarky writeup looking back on an old (even at the time) MMO I had played and bounced off of: Horizons: Empire of Istaria. That post is still around somewhere, but I'm not going to link to it. It's old, I'm always ashamed of my own writing, I'm especially ashamed when it's a sassy Zero Punctuation-style takedown of something I've come to appreciate more sincerely with age, and it's full of broken image links that I'm too lazy to fix. Just know that, if you choose to take it upon yourselves to find it, I don't endorse it. There's a reason I'm not making it easy and linking it for you.

Short and sanitized version: Horizons: Empire of Istaria was a fantasy swords and sorcery MMO from 2003. You had your humans and elves and dwarves and stuff, your early-2000s mandated quota of one feline race and one lizard race, and DRAGONS. Horizons attempted to set itself apart from other fantasy MMOs of the day via emphasizing crafting (which is everywhere now, to the point that Horizons' "we have crafting" as a selling point doesn't sound particularly impressive, but the extent they pushed it was a slightly bigger deal back then?) and playable dragons. It also boasted a freely changeable class system for both adventuring and crafting schools--got to level 25 as a Mage and decided you didn't like it? Go talk to a Warrior trainer in any town and you are now a Warrior! Decided that was a mistake? The Mage trainer over there can change you back! No need to reroll entire characters for this! (Unless you're a dragon. Dragons have access to exactly one adventuring class, which is DRAGON. This is part of why I'm not a dragon even in the game where some would argue that being a dragon is kind of the point.)

My ex from two relationships ago and I used to play this game a lot, but it was... rough. There were bugs and issues. Performance was choppy at best, unplayable at worst. The City of Tazoon was a vast, sprawling, beautiful abandoned wasteland because of a bad case of what Final Fantasy XIV fans would know as 1.0 flowerpot syndrome: the city was so poorly optimized and technically demanding due to its size that even just looking at it tended to melt one's hard drive.

Horizons developer Artifact Entertainment eventually folded, but sold the game to a company named Tulga Games, who eventually folded and sold the game to Virtrium, LLC, its current owner. There is strong evidence to suggest that AE and Tulga were the same people in different hats selling assets to themselves to get through bankruptcy law loopholes, and the fact that I can't find anything at all about who in the world is Vitrium LLC (since this is conveniently their only product) is... suspicious. The game itself got renamed along the way, too, becoming Istaria: Chronicles of the Gifted. But by then, we already didn't care anymore; having moved on to other, more functional, higher-quality games.

Every now and then, maybe once a year or so, I would get gray mail from them to the effect of, "Hey, former player! I'll bet you're wondering about all the stuff that's new and difference since you last logged on! Ever feel like coming back? :3" It would have been easy to unsubscribe from their mailing list after the first year or so and never think about this wretched game again, but... well. It was very infrequent (I probably would have if they'd have spammed me reguarly, but one newsletter a year is nothing) and maybe a part of me did have fond memories of my old friends in my old guild and the fun we used to have together.

This year, they came at me with a special holiday event they were running, with some neat in-game stuff (double XP and things like that) and the news that all old and players could be welcomed back for free with full paid account features and access for the duration of the promotion. By now I had been getting nostalgic enough to either tromp through this game again just to see or at least make [personal profile] xyzzysqrl do it so she could report, and that offer was the perfect opportunity to jump back in.

You know, to see. Have a look around out of curiosity, see if my old characters still existed, just evaluate things before I put it all away again. I figured I could get just enough of a glimpse to confirm that the game is still forgettable, have my curiosity resolved so those yearly emails would quit making me feel things, and maybe get a good quick ABANDONED entry to fill up a category or two for next year. It's fine, I don't play MMOs and Horizons sucked anyway. *stubbornly fold arms*

Instead, what I found was... Istaria is certainly an old MMO and it shows. If I hadn't told you that every screenshot I posted above this paragraph was from 2004 while this one is from last week, would you have known? This game still has a UI straight out of EverQuest 1, and graphics that are... let's say maybe EverQuest 1 1/2 or so (though I hear they're supposedly thinking about overhauling and working everything into Unreal someday.) There are still... quirks. For email after email bragging about how much has changed, there's still so much that hasn't that... yeah, this is still Istaria all right.

But.

Maybe it's the evolution of my attitude. Maybe the passage of time plus my matured appreciation for things turned its jank from unforgivable to retro and strangely adorable. I was almost going to use my Family Dog icon for this entry, in fact.

But that's not fair to this game. Throughout my time in their free promotion, my attitude has evolved from the "lol Horizons sucks" of the Before times to "pff okay this is awesome XD" to "okay but seriously this is actually not bad." For every issue I've had, the support team has been fast, responsive, and friendly to the point of practically rolling out the red carpet for me. The graphics... it's like why I will argue with people that Mario 64 actually has good graphics. They're certainly dated, but if you take the capabilities of your current platform, work them into a style, and makes something that looks good for what it is, then there's a certain timelessness to it. From the smoldering volcanic doom of the Char region to the deadly yet beautiful frozen northern mountains, Istaria's Aradoth is a scenic world. In that sense, it's not even so-bad-it's-good; it's just good.

Those performance issues on PCs of the time? This thing can run on a potato now. Even Tazoon is buttery smooth. (It's still empty, but shh.) It's nice to roam around in, especially now that I can.

Oh, and I could still get conspiratorial over the links between Artifact, Tulga, and Virtrium, but... unless you're one of their creditors, does it really matter who they are? They're putting out a good product that's fun to play. At least Artifact didn't sell Horizons to NCSoft.

In the past couple weeks, I've been all around a digital world, exploring questlines and locations that are both comfortingly familiar yet new and open to be explored. I've made new friends who have welcomed me into their fold. I witnessed a dragon from my newfound circle finish her deeply ceremonial ritual rite of passage to become an adult, and felt more things than I have at some RL cousins' weddings.

I... am going to keep playing this. In a world where $10 a month could get you, I don't know, FFXIV or ESO or whatever new real MMOs kids are playing these days, I'm going to subscribe--not ironically, but proudly--to this one. Not out of hipsterism, or Family Dog appreciation, but out of a genuine heartfelt feeling that this is a good experience and I want to keep experiencing it.

If the polish comes off and I stop having fun someday? Then maybe I'll cancel at that point. I'm not entering a binding contract that gives them my soul until the heat death of the universe or anything. It's a monthly subscription I can turn off if I ever stop having fun. But for now? I like this game, and it feels good to be back.

---

Sara adds:
I normally dislike when Celine falls so hard into an all-consuming game that she starts slipping on chores/bedtime/etc., but good heavens I've never seen these parts of her mind light up like this. This is delightful.

I mean she still needs to quit typing this and go take a shower.

But man, she's just... she's happy and I'm really feeling it too.

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kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Default)
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